r.Mobile.SceneColorFormat
r.Mobile.SceneColorFormat
#Overview
name: r.Mobile.SceneColorFormat
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
Overrides the memory layout (RGBA) used for the scene color of the mobile renderer.\nUnsupported overridden formats silently use default 0: (default) Automatically select the appropriate format depending on project settings and device support.\n 1: PF_FloatRGBA 64Bit \n 2: PF_FloatR11G11B10 32Bit\n 3: PF_B8G8R8A8 32Bit
It is referenced in 2
C++ source files.
#Summary
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Core/Private/HAL/ConsoleManager.cpp:3682
Scope: file
Source code excerpt:
static TAutoConsoleVariable<int32> CVarMobileSceneColorFormat(
TEXT("r.Mobile.SceneColorFormat"),
0,
TEXT("Overrides the memory layout (RGBA) used for the scene color of the mobile renderer.\nUnsupported overridden formats silently use default"
" 0: (default) Automatically select the appropriate format depending on project settings and device support.\n"
" 1: PF_FloatRGBA 64Bit \n"
" 2: PF_FloatR11G11B10 32Bit\n"
" 3: PF_B8G8R8A8 32Bit"),
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/SceneTexturesConfig.cpp:66
Scope (from outer to inner):
file
function static EPixelFormat GetMobileSceneColorFormat
Source code excerpt:
EPixelFormat Format = DefaultColorFormat;
static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Mobile.SceneColorFormat"));
int32 MobileSceneColor = CVar->GetValueOnAnyThread();
switch (MobileSceneColor)
{
case 1:
Format = PF_FloatRGBA; break;
case 2: